using System.Collections.Generic;
using UnityEngine;

public class CityDistricSettings : ScriptableObject
{
	public List<CityDistrict> list = new List<CityDistrict>();

	public float periodDecreasingRep;

	public int minPlayersForAddReputation;

	public List<int> pointsForMatch = new List<int>();

	public float repForKill;

	public float reducRepForKill;

	public float minRepForKill;

	public float addRepCoef;

	public float decreaseReputationForCollectingCach;

	public float additionalCashCoef;

	public float additionalGoldCoef;

	public float goldSpawnProbability;

	public int goldSpawnCount;

	public List<int> rewardsRangesData = new List<int>();

	public List<int> rewardsRangesCashData = new List<int>();

	public List<Dictionary<string, object>> ToDictionaryList()
	{
		List<Dictionary<string, object>> res = new List<Dictionary<string, object>>();
		list.ForEach(delegate(CityDistrict d)
		{
			res.Add(d.ToDictionary());
		});
		return res;
	}

	public void LoadFromResource()
	{
		CityDistricSettings cityDistricSettings = Resources.Load<CityDistricSettings>("Districts/CityDistricSettings");
		list = cityDistricSettings.list;
	}
}
